srmalloy Posted October 11 Posted October 11 The mechanism appears to be working as designed -- if you put an anchored toggle on a target, and you move further away from your target than a maximum range that's not clearly defined, the toggle will drop. However, there are a number of instances where your character and the anchor are both transported, but not at the same time, and the effect is to separate your character and the anchor by enough distance to drop the toggle, even though you may start adjacent to each other and end adjacent to each other. The 'offenders' are group teleports like Incandescence Destiny, Team Teleport, Assemble the Team, and the more prosaic action of taking an elevator in an instanced map. In all of these cases, because you and your anchor do not get transported at exactly the same time, there occurs a point where you and your anchor are far enough apart to drop the toggle, putting it on cooldown when you arrive, forcing you to wait for recharge to reapply it. Teleport Other, while it will drop the toggle, does it appropriately, because it's a single-target teleport, pulling you away from your anchor. I'm not sure how this would be addressed internally; turning off the anchor toggle range check for the duration of the transport would solve the problem, but making it work only for those types of transport would be problematic. 1
City Council Number Six Posted October 11 City Council Posted October 11 1 hour ago, srmalloy said: a maximum range that's not clearly defined, 300 feet
kelika2 Posted October 11 Posted October 11 Is this from trick or treating and you have "low visibility" on some targets? Not 100% sure but if they stop rendering because of all the people around you it can also be that with that theory i dont know if its client or server side
Ridiculous Girl Posted October 14 Posted October 14 On 10/12/2024 at 12:10 AM, kelika2 said: Is this from trick or treating and you have "low visibility" on some targets? no, for example, shifting tides from marine affinity is a targetted AOE that i will often place on the tank of the team, rather than on an enemy mob. but the toggle will always drop if they take the elevator, because they have gotten out of range of the toggle. so i have to wait for the cooldown and then recast the toggle. "I'm not crazy, my reality is just different than yours" the Cheshire Cat "Ce n'est rien de mourir; c'est affreux de ne pas vivre" (It's nothing to die, it's terrible not to live) Jean Valjean "وطن المرء ليس مكان ولادته و لكنه المكان الذي تنتهي فيه كل محاولاته للهروب” (Home is not where you were born, home is where all your attempts to escape cease.) Naguib Mahfouz
kelika2 Posted October 14 Posted October 14 22 minutes ago, Ridiculous Girl said: no, for example, shifting tides from marine affinity is a targetted AOE that i will often place on the tank of the team, rather than on an enemy mob. but the toggle will always drop if they take the elevator, because they have gotten out of range of the toggle. so i have to wait for the cooldown and then recast the toggle. oh, same thing happens for sonic reso's disruption aura 1
srmalloy Posted October 14 Author Posted October 14 13 hours ago, Ridiculous Girl said: no, for example, shifting tides from marine affinity is a targetted AOE that i will often place on the tank of the team, rather than on an enemy mob. but the toggle will always drop if they take the elevator, because they have gotten out of range of the toggle. so i have to wait for the cooldown and then recast the toggle. It depends on the map. I've taken to putting Shifting Tides on my Barrier Reef while soloing, and when going up an elevator, it doesn't always drop the toggle; it's kind of a crapshoot, because you have no idea how the map is laid out internally -- the indoor maps are made up of pre-built modules that are linked together to form a level of the map (if you ever come across a 'black wall' across a hallway in an indoor map, that's an indication that the adjacent modules are not properly aligned, and the game engine misidentifies how to render looking down the hallway), with each floor of the map being disjoint and placed somewhere else in the coordinate space of the map (target a teammate on another floor, and you'll see the pointer off in the distance pointing outside of the floor you're on), with the elevators being teleporters to take you from a designated point on one floor to a designated point on another. If the floors are physically located close enough to each other, you'll stay close enough to your anchor if you go into the elevator together, and the toggle won't drop. Most of the time, though, either the floors are more widely separated, or you don't go into the elevator at the same time, and the toggle will drop. 1
brass_eagle Posted October 21 Posted October 21 (edited) To throw my two hay pennies in here, I have been playing Sonic Resonance and Kheldians since they came out. Both [Disruption Aura] (the first friendly target anchor) and each Kheldian inherent fails anytime someone goes up an elevator. Long before ATT or Incan. Your title should say "on friendly targets" as well. With Marine coming out, people may be more inclined to discover this phenomenon with [Shifting Tides]. Not many people bother with [Enflame] but it has the same problem. Can be especially obnoxious even on a solo Mastermind. If it is possible to give a grace period (easily) via the engine... it should be done. However, this is something that has been known and a problem since live at large. Thank you for highlighting it again. Edited October 21 by brass_eagle
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